Forced weapon linking

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XxHAMADEHxX
Sabre
Posts: 317
Joined: Mon Aug 13, 2012 8:02 am

Forced weapon linking

Post by XxHAMADEHxX »

Is there any way I could force a weapon link inside an odf?
I want to make a ship go guns blazing XD
Thanks
mase
Thunderbolt
Posts: 160
Joined: Sat Mar 05, 2011 11:17 am

Re: Forced weapon linking

Post by mase »

Yes, by setting the weapon mask. Not sure if it works for a human player.
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Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Forced weapon linking

Post by Red Devil »

from Changelog_PB4.txt:


[GameObjectClass]
weaponGroup<#> = <group> // group number, -1 for automatic

Hardpoints with automatic grouping join the group of the most recently
assigned similar hardpoint, regardless of how that hardpoint got there.

Mixed-type groups act like permanent multi-selection, though the weapon
status indicator only lists the last weapon in the group. [Ken]


you shouldn't link weapon hardpoints like mortar and cannon, since it will try to aim up with the mortar, making the cannon shots shoot up into the air.

example:

weaponGroup1 = 1
weaponHard1 = "HP_CANNON_1"
weaponName1 = "gatstab_c"
recoilName1 = "recoil"
weaponAssault1 = 0
weaponGroup2 = 1
weaponHard2 = "HP_GUN_1"
weaponName2 = "gminigun_c"
weaponAssault2 = 0
weaponGroup3 = 1
weaponHard3 = "HP_GUN_2"
weaponName3 = "gminigun_c"
weaponAssault3 = 0
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XxHAMADEHxX
Sabre
Posts: 317
Joined: Mon Aug 13, 2012 8:02 am

Re: Forced weapon linking

Post by XxHAMADEHxX »

Awesome
thanks guys.
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